<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[[Release][Open Source] Zombies Director - A Roguelite Gamemode for BO2 Zombies]]></title><description><![CDATA[<h1>Hello everyone!</h1>
<p dir="auto">I’m releasing the first public version of <strong>Zombies Director</strong>, an open-source gamemode made for <strong>Call of Duty: Black Ops II Zombies</strong>.</p>
<p dir="auto">The idea behind this project is to make regular Zombies matches feel more varied, replayable and unpredictable without completely changing the original BO2 experience.</p>
<p dir="auto">Each run can include different contracts, challenges, upgrades, difficulty settings and mutated zombies.</p>
<p dir="auto">This is the first public foundation of the project, and it is open for everyone to use, modify and improve.<br />
sorry for my level in UI GSC first time using them.</p>
<hr />
<h2>Main Features</h2>
<h3>Custom Run Setup</h3>
<p dir="auto">When the game starts, the host can configure the run through a custom in-game setup menu.</p>
<p dir="auto">The current options include:</p>
<ul>
<li>Seed preset</li>
<li>Run challenge</li>
<li>Difficulty</li>
<li>Contracts enabled or disabled</li>
<li>Start Run</li>
</ul>
<p dir="auto">The Director systems remain paused until the host confirms the run.</p>
<hr />
<h3>Deterministic Runs</h3>
<p dir="auto">Zombies Director includes a seeded random system.</p>
<p dir="auto">Using the same seed allows players to replay similar planned contract and challenge selections.</p>
<p dir="auto">This can be useful for:</p>
<ul>
<li>Replaying interesting runs</li>
<li>Testing the mod</li>
<li>Comparing scores with friends</li>
<li>Creating community challenges</li>
<li>Hosting future weekly challenges</li>
</ul>
<hr />
<h3>Run Challenges</h3>
<p dir="auto">The current version includes four challenges:</p>
<ul>
<li><strong>Sharpshooter</strong> - Complete a team headshot objective</li>
<li><strong>Untouchable</strong> - Survive multiple rounds without a team down</li>
<li><strong>Reaper</strong> - Reach a required team kill target</li>
<li><strong>Director’s Choice</strong> - Complete multiple contracts during the same run</li>
</ul>
<p dir="auto">Challenges give the team a longer objective to work toward during the match.</p>
<hr />
<h3>Cooperative Contracts</h3>
<p dir="auto">At the beginning of selected rounds, players can vote for a contract.</p>
<p dir="auto">The current contracts are:</p>
<ul>
<li><strong>Head Hunter</strong> - Reach a team headshot target</li>
<li><strong>Speed Round</strong> - Finish the round before the timer expires</li>
<li><strong>Flawless Round</strong> - Complete the round without any team downs</li>
</ul>
<p dir="auto">Contract targets can scale based on the round, player count and active zombies.</p>
<p dir="auto">The majority vote selects the contract. Ties are resolved using the deterministic random system.</p>
<p dir="auto">Completing contracts can provide rewards and upgrades.</p>
<hr />
<h3>Adaptive Director Pressure</h3>
<p dir="auto">The mod includes a pressure system that changes during the run.</p>
<p dir="auto">The current difficulty options are:</p>
<ul>
<li><strong>Chill</strong></li>
<li><strong>Standard</strong></li>
<li><strong>Nightmare</strong></li>
</ul>
<p dir="auto">Each difficulty begins with a different pressure level, and the Director continues monitoring the match after the run starts.</p>
<p dir="auto">This system is intended to become the base for more advanced dynamic difficulty, events and enemy behavior in future versions.</p>
<hr />
<h3>Upgrades and Rewards</h3>
<p dir="auto">Completing contracts can reward the team with upgrades.</p>
<p dir="auto">The upgrade system is modular and designed to allow more content to be added without rebuilding the entire project.</p>
<p dir="auto">Future upgrades can affect areas such as:</p>
<ul>
<li>Damage</li>
<li>Survivability</li>
<li>Team economy</li>
<li>Revive speed</li>
<li>Contract rewards</li>
<li>Bonuses against mutated zombies</li>
</ul>
<hr />
<h3>Zombie Mutations</h3>
<p dir="auto">The first implemented zombie mutation is the <strong>Tank</strong>.</p>
<p dir="auto">Tank zombies are stronger enemies designed to become priority targets during normal rounds.</p>
<p dir="auto">The mutation system is also built to support additional zombie types in future updates or community-created versions.</p>
<hr />
<h2>Server-Authoritative Systems</h2>
<p dir="auto">Important gameplay decisions are controlled by the host or server.</p>
<p dir="auto">This includes:</p>
<ul>
<li>Contract votes</li>
<li>Contract objectives</li>
<li>Challenge progression</li>
<li>Rewards</li>
<li>Director pressure</li>
<li>Mutation logic</li>
</ul>
<p dir="auto">The mod does not rely on clients to decide whether an objective has been completed or whether a reward should be granted.</p>
<hr />
<h2>Open Source</h2>
<p dir="auto">Zombies Director is completely open source.</p>
<p dir="auto">Anyone is welcome to:</p>
<ul>
<li>Learn from the project</li>
<li>Add new contracts</li>
<li>Create new challenges</li>
<li>Add upgrades</li>
<li>Create new zombie mutations</li>
<li>Improve the UI</li>
<li>Improve balancing</li>
<li>Fix bugs</li>
<li>Improve map compatibility</li>
<li>Create custom versions</li>
<li>Use parts of the project for other fun modes</li>
</ul>
<p dir="auto">The project is intentionally modular, with separate systems for configuration, seeds, contracts, challenges, upgrades, mutations, pressure, HUD and player handling.</p>
<p dir="auto">You do not need to create a massive update to contribute.</p>
<p dir="auto">Even one small contract, one mutation, one translation, one bug fix or one balancing improvement can help the project.</p>
<p dir="auto">Forks and experimental versions are welcome.</p>
<p dir="auto">The goal is to give the community a foundation that people can use to create fun and original content for BO2 Zombies.</p>
<hr />
<h2>Current Version</h2>
<p dir="auto">The current public version includes:</p>
<ul>
<li>Custom in-game setup menu</li>
<li>Deterministic seed presets</li>
<li>3 difficulty options</li>
<li>4 run challenges</li>
<li>3 cooperative contracts</li>
<li>Contract voting</li>
<li>Adaptive pressure</li>
<li>Rewards and upgrades</li>
<li>Tank zombie mutation</li>
<li>Runtime HUD</li>
<li>Automated installation tools</li>
<li>Build and verification tools</li>
</ul>
<p dir="auto">This is still the beginning of the project.</p>
<p dir="auto">I’m not claiming that the current version already includes dozens of contracts, mutations or events.</p>
<p dir="auto">I prefer being honest about what is currently implemented and letting the project grow through future updates and community contributions.</p>
<hr />
<h2>About My Other Projects</h2>
<p dir="auto">I also want to clarify that my other projects are <strong>not abandoned</strong>.</p>
<p dir="auto">Some people may have already seen unfinished releases, custom maps or other projects on my profile.</p>
<p dir="auto">Those projects are still being worked on and are still planned.</p>
<p dir="auto">Zombies Director simply became my main priority for a while because I wanted to release a complete, reusable and open-source foundation for the Plutonium community.</p>
<p dir="auto">My custom-map work and my other unfinished projects will continue.</p>
<p dir="auto">I prefer taking more time to develop them properly instead of rushing unfinished work just to call it complete.</p>
<hr />
<h2>Future Plans</h2>
<p dir="auto">Possible future additions include:</p>
<ul>
<li>More contracts</li>
<li>More challenges</li>
<li>More upgrades</li>
<li>Additional zombie mutations</li>
<li>Dynamic events</li>
<li>Improved map compatibility</li>
<li>More advanced pressure effects</li>
<li>Better statistics</li>
<li>More configuration options</li>
<li>UI improvements</li>
<li>Weekly community seeds</li>
<li>Community-created content packs</li>
</ul>
<p dir="auto">These are future goals and possibilities, not features being advertised as already completed.</p>
<hr />
<h2>Download and Source Code</h2>
<p dir="auto"><strong>GitHub Repository and Releases:</strong></p>
<p dir="auto"><a href="https://github.com/PingusWasHere/ZombiesDirector" target="_blank" rel="noopener noreferrer nofollow ugc">https://github.com/PingusWasHere/ZombiesDirector</a></p>
<p dir="auto">Installation, building and configuration instructions are available inside the repository README.</p>
<hr />
<h2>Discord</h2>
<p dir="auto">For updates, support, bug reports, suggestions or contributions, you can join my Discord server.</p>
<p dir="auto"><strong>The Discord link is available in my Plutonium profile bio.</strong></p>
<p dir="auto">You can also join if you are interested in my other projects, custom-map work or future releases.</p>
<hr />
<p dir="auto">Thanks to the Plutonium team, the T6 modding community and everyone who tests, reports bugs or contributes to the project.</p>
<p dir="auto">Have fun modifying it, creating new content and making your own versions of Zombies Director!</p>
]]></description><link>https://forum.plutonium.pw/topic/45173/release-open-source-zombies-director-a-roguelite-gamemode-for-bo2-zombies</link><generator>RSS for Node</generator><lastBuildDate>Thu, 02 Jul 2026 20:55:02 GMT</lastBuildDate><atom:link href="https://forum.plutonium.pw/topic/45173.rss" rel="self" type="application/rss+xml"/><pubDate>Tue, 16 Jun 2026 00:02:35 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to [Release][Open Source] Zombies Director - A Roguelite Gamemode for BO2 Zombies on Tue, 16 Jun 2026 00:36:55 GMT]]></title><description><![CDATA[<p dir="auto">UP____</p>
]]></description><link>https://forum.plutonium.pw/post/173304</link><guid isPermaLink="true">https://forum.plutonium.pw/post/173304</guid><dc:creator><![CDATA[AndreTOQU3]]></dc:creator><pubDate>Tue, 16 Jun 2026 00:36:55 GMT</pubDate></item></channel></rss>